Difference between revisions of "Special Tactics"
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=== History === | === History === | ||
| − | * [[0.2.0.1]] - dexterity requirement removed | + | * [[0.2.0.1]] - dexterity requirement removed, new icon |
* [[0.1.14.0]] - dexterity requirement increased from 5 to 6, crossbows requirement increased from 25 to 50, intelligence requirement added | * [[0.1.14.0]] - dexterity requirement increased from 5 to 6, crossbows requirement increased from 25 to 50, intelligence requirement added | ||
* [[0.1.4.0]] - feat introduced | * [[0.1.4.0]] - feat introduced | ||
Revision as of 15:31, 7 December 2015
Special Tactics is a feat, an ability and a status effect.
Feat
| Special Tactics | |
| Grants you an ability that when activated will remove the action point cost of your next special bolt attack. This ability can only be activated while out of combat. Cooldown: 30 seconds. | |
Requirements
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Special Tactics essentially allows you to open combat with three crossbow attacks on your first turn.
Combine with Marksman for three special bolt attacks.
History
- 0.2.0.1 - dexterity requirement removed, new icon
- 0.1.14.0 - dexterity requirement increased from 5 to 6, crossbows requirement increased from 25 to 50, intelligence requirement added
- 0.1.4.0 - feat introduced
Ability
| Special Tactics | |
| When activated this ability will remove the action point cost of your next special bolt attack. Can only be activated while out of combat. | |
| Cooldown: 6 turns (30 seconds) | |
Status effect
| Special Tactics | |
| Character's next special bolt attack will cost no action points. | |
| Duration: 3 turns (15 seconds) | |
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